Tag: Video Games

Fire Emblem Heroes: Genealogy of the characters I don’t know

Fire Emblem Heroes: Genealogy of the characters I don’t know

I think the title of this one basically says all that needs to be said.

Hey everybody, welcome to another long-winded Fire Emblem Heroes update post here on Jason’s blog. Normally I’d start off this kind of post with a whimsical affirmation that things definitely won’t be as relentlessly wordy as before… But considering how many times that particular mindset has backfired in hindsight, I’m just going to skip over all that and go straight into the meat of things.

That cool with all of you? I sure hope so, because when I’m typing this I’m literally the only person that can answer that question.

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Today’s update brings us heroes from Fire Emblem: Genealogy of the Holy War. As a Japanese-exclusive title in any official release, I haven’t personally played the game in any capacity, since I don’t tend to play with emulators all that often. Hell, I haven’t even seen any let’s plays of this game floating around in any of my usual Youtube channels.

Because of that, I have no experience with any of the characters in the game and no personal connections whatsoever. The best I could figure just from the initial teaser video was that two of the characters seemed to be related to two heroes we already have in the mobile game, but even then they’re units I’ve never used.

So that was a load of help.

As there’s only three of them, at least it makes it easier on me to do some basic research so I can pull together these small character bios like I enjoy to do.

  • TailtiuThunder Noble
    • A noble from the House Friege, where the greatly abused powerhouse Reinhardt and his sister Olwen also hail, Tailtiu is a bubbly girl known for her protective personality and strong thunder magic. Really that’s about all the wiki expands upon for the most part, aside from a horrifically tragic part of her life where she endures torture and depression to protect her young children, only to die from said depression and torture. Yeah, that’s one of the most definitive portions of her story arc. I’m actually getting sad and emotional over this character I don’t know at all because of it, too. I suppose if nothing else that encourages me to go after her when I start summoning on this banner, despite the fact that her initial build is a little ‘meh’ just looking at the list. Blarblade is always great for accumulating extra damage with more stat buffs, but otherwise everything else is basic stat-related stuff: +2 attack and resistance, rallying +3 speed and resistance on an ally and grinding +3 speed to nearby allies during combat. If nothing else, seems like she’ll be helpful in letting her teammates attack twice more often.
  • DeirdreLady of the Forest
    • Deirdre is a women from the Spirit Forest with the holy blood of the dragon Naga and a curiosity for the outside world after an isolated upbringing. She comes to marry Sigurd, with whom she conceives Seliph, and after her husband’s death she begets Julia and Julius with a man named Arvis. Her weapon, Divine Naga, stands out much like her daughter Julia’s as a green tome effective against dragons that also nullifies stat bonuses from certain skills during combat. With the popularity of teams themed around things like cavalry units, this is a pretty useful weapon to have around. She also comes with the somewhat situational Ardent Sacrifice, Quick Riposte to make automatic follow-ups and Speed Ploy to lower the speed of units in cardinal directions with lower resistance than she has.
  • SigurdHoly Knight
    • Apparently the protagonist for the first generation story in Genealogy of the Holy War, Sigurd is a mounted lord that uses swords and lances. He has quite literally a billion relatives, though the most notable ones here for this description are his wife Deirdre and son Seliph, who has to clear his father’s name after he’s killed and labeled a traitor. Sigurd uses the legendary Divine Tyrfing, a sword that grants him +3 resistance and makes it so he receives half damage from every first magic attack used against him. Like the Brave Heroes Lyn and Ike, he also comes with four extra skills rather than three: His special skill is Miracle, which lets him survive a lethal attack, he has Close Defense to give him +6 defense and resistance when attacked by a close range weapon, he has Speed Smoke to inflict -7 speed on enemies within 2 spaces of each attack he deals and finally he has a new ability called Crusader’s Ward that reduces damage from the second attack onward by 80 percent if attacked from two spaces away. From what I understand, word is going around that Sigurd could be a perfect anti-meta unit by essentially nullifying most damage from magic attacks all together… And I can’t argue that this sounds pretty overpowered. I’ll look forward to seeing it in action.

One thing I’ve come to find from researching these three is that Genealogy apparently had an absurdly huge cast of characters that intertwined in a billion different ways. I’ll be honest, for this being such an older game in the series, I’m pretty impressed. It apparently featured a multi-generational split story system, which is something I believed was a more recent phenomenon.

Even if 99 percent of what I read also suggested that this entire game is just a deep dive into depressing character arcs… I’m still impressed.

Frankly, reading about Tailtiu made me really, REALLY feel for her character, and it makes me want to summon and use her in combat. On top of that, Sigurd does seem like he’ll shake things up quite aggressively and Deirdre could be pretty fun with that special Divine Naga tome. All three seem pretty worth summoning, so I’ll probably work at getting at least one of them now that I’m done torturing myself trying to summon Performance Arts Olivia.


Editor’s Note: 

For context: I got to about a 4.75 percent chance of finding a 5 star in the Performance Arts summoning focus banner, and during the first round of summoning that I didn’t have a colorless orb to choose from, Inigo broke my streak of trying to find his mother Olivia.

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Don’t get me wrong, I love Inigo so I’m not that mad… But it did suck that all of that effort to aim for one unit wound up getting blown away in an instant.


Editor’s Note Part 2: 

So this wasn’t quite what I was expecting, but I’m going to have to put another aside here because… Well…

Turns out my decision to stop summoning on the Performance banner was actually a good idea.

Seriously this was not at all what I expected to happen, but I drew Sigurd on my second orb – with the first orb being a freebie to begin with. It’s quite possibly the quickest, luckiest unit grab I’ve ever gotten, and luckily it seems to be with the guy who will probably be the most powerful of the bunch.

I’m going to take it as a good sign and keep summoning for a while to hopefully get Tailtiu. Wish me luck!


As far as additional story goes with these new characters, most of the underlying stuff is par for the course. Three Paralogue levels, three difficulty settings and some extra missions to give players a total of 12 orbs to obtain.

When you get into the actual story itself, it seems as though Intelligent Systems is using this Paralogue to begin building up to whatever large-scale event they have coming down the line. Though… At first things certainly don’t seem that way.

The arc begins with Veronica commanding an armored knight, Arden, to come fight alongside our main man Sigurd.

Once you make it through the fight, Arden is let go and gears quickly shift over to round 2, where there’s more of a surprise visitor making an appearance.

That’s right, the evil shapeshifting trickster god Loki, who some time ago decided to masquerade as Anna for some reason, is taking more of a front line approach by helping Veronica command units to go to battle.

Though, by commanding them, I suppose I should say blackmailing them.

Yeah… There tends to be a pretty big dichotomy between some units happily helping the bad guys while others need to be forced in some way. Like promising to send them home only if they fight and win. Which is pretty scummy, let’s be honest.

But anyway, after battling against Ayra and Tailtiu, you move on to the final encounter. Before getting there however, things once again shift pretty dramatically into a much more suddenly emotional bit of character development.

This game was already playing the “villains aren’t actually so bad because things are going on beyond their control” card by developing Prince Bruno/Zacharias’ backstory as much as it has been the last few story missions, but it’s easy to tell that we’re really banking on the sympathy to hit hard this time around given how Veronica sounds more like a confused child than ever before.

Oh, and there’s the whole evil trickster god influence underlying everything as well, but we’ll actually get into that in a minute.

First things first, Veronica is somewhat consoled by Deirdre, who seems to share the same pain as one with divine blood.

While things are perhaps being laid on a little thick for my tastes, I can always appreciate taking that humanizing approach to a character who seemed so utterly ruthless at one point or another. Though I will credit my boy Seth from Sacred Stones for getting that train rolling, because I’m sure he deserves is.

Once the final fight is out of the way, you’re once again treated to what is essentially a ‘congratulations’ screen as Sigurd and Deirdre thank you for freeing them from the contract and letting them go off to be happy together forever. So on and so forth. Nothing we’ve never seen before, honestly.

But then there’s something like a post-credits scene hinting at more to come:

Whatever the developers have been building up to for some time now, it seems we’re finally getting to a point where all of these plot threads are going to reveal what they’ve been leading up to. Loki appears to quite literally be opening the way to Asgard, looking to bring an army to the world of Askr to destroy it. Or just to destroy everything. Who knows, really.

The whole thing is frankly a hell of a lot more like an actual Marvel end credit scene than I think anyone was intending, but you won’t see me complaining.

I’m honestly really looking forward to seeing whatever comes out of this, and it makes me glad that I didn’t succumb to that slump I was feeling a few weeks back that almost had me drop the game for a while.

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Once again, my lack of experience with the original game doesn’t give me much to talk about as far as remembering what locales these little maps are mimicking or even having some sort of a nostalgia trip over the music. On top of that, I’d argue these maps were some of the easiest to blow through and earn all the available orbs in my recent memory.

But I did want to bring up the maps as a separate idea because I thought it was  interesting that, once again, a few of the maps introduce us to more characters we’re going to see become relevant in the near future:

As these two are not a part of the summoning focus, that begs the question of whether we’re going to see them show up in some sort of a Grand Hero Battle, or whether we should be expecting a new Tempest Trials sometime soon with a Genealogy theme.

I suppose only time will tell… But if I were a betting man, I’d vote for the latter.


Well, that should do it for now I think, seems as though I’ve bled this particular topic thread dry. And this time I came in at… Approximately 2,000 words.

Perhaps jinxing myself at the beginning of the post wasn’t the problem. Perhaps I’m just pathetic and compulsively write too much about everything. Hell, I wrote a 900 word story about the Mario & Luigi: Superstar Saga remake for my school paper just today, and that’s just a drop in the bucket compared to the extended version I’m planning on posting around here soon.

But I digress, since obviously going off on small rambling fits like this is exactly how I get to be this long-winded in the first place. Hopefully you all enjoyed my thoughts and observations no matter how long they were!

Do you have a favorite hero in this summoning focus? Have you had the opportunity to play Genealogy of the Holy War? Is it worth putting in some effort to find and either play or watch? Let me know in the comments below!

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October 16, 2017 Articles Published

I’m sure I’ve said this before, but it’s very rare that I get the pleasure of seeing my two passions – video games and journalism – meld so nicely together at this stage in my career.

So I really enjoy the times that they do come together, like with this review I wrote about the Mario & Luigi Superstar Saga remake.

After a couple of long, rough weeks dealing with a mass shooting and some crazy local fires, it’s been a blessing to have a game to unwind with recently, particularly a game that holds such a strong place in my heart.

Seriously, re-experiencing Superstar Saga has been an absolute joy, even if the whole time I feel like I’ve been focused more on deeply examining what’s different, both the good and the bad changes. That kind of critical eye did make it easier to pull things apart for a review, but it has certainly made the actual act of playing a whole different animal for me.

Oh, and pull things apart I did, as I focused this review much more on how things differ compared to the original game than I did on the game itself, since I figure that’s what should be done for something like the review of a remake.

While I did have a great time with Superstar Saga (and I’m not quite done yet – I’ve beaten the main story but I haven’t yet finished collecting everything 100 percent, and I’m still working my way through Bowser’s Minions), it isn’t perfect by any means. It is vastly improved upon compared to the original in almost every way imaginable, but there is a lot that feels like a backpedaling as well.

I try to address some of those points in my review, but the chief complaint I had with the game really boils down to the battle system. Compared to the original game, this remake has gorgeous sprite work that lends itself to really complex and over-the-top character animations, which are nice but make each action feel longer. On top of that, the battles are easier than I remember them being (much like the rest of the game in all honesty) and the music contributes to slogging battles down and making them grow to tedium faster by sounding far slower, seeming more eclectic within itself and has more synthetic tones.

If that makes sense. I’m not much of a music reviewer, but that feels right in my head.

Despite this issue, the game is still hilarious, beautiful and sounds great by all other accounts, and I’d highly recommend picking it up if you have experienced the story or if you haven’t before. It’s just too bad that the system you spend 90 percent of your time experiencing is arguably the worst part.

Oh, and when I say the game feels way easier than I remember, I’d say take the comment with a grain of salt. There are a lot of gameplay functionalities which have been vastly improved upon to streamline aspects of the experience, and those improvements do make the overall experience seem easier… But at the same time I also had the entirety of this game memorized like the back of my hand before walking in, so it might not be that much ‘easier’ for someone who’s never heard of the game before.

Plus the endgame still has a big difficulty spike when going through Bowser’s Castle in my opinion, so there’s always that.

Either way I certainly don’t mind an easy game here or there, if nothing else that ease helped this be a wonderful stress relief and trip down memory lane for me.

Unfortunately, I didn’t want to burden my editor Sarah with too much in regards to putting this article together (even though the 900 words I have can already easily be considered overkill), so much of what I wrote out in my drafting process got left on the cutting room floor.

Luckily this blog seems like the perfect place to rectify that. So, if I have the time, expect a more complete unabridged version of my thoughts on Superstar Saga + Bowser’s Minions sometime here in the near future. It’ll be long, it’ll be hella involved, but that’s the magic of a personal blog. It offers you a place to shout your endless opinions into the void.

At least, that’s how I like to use it anyway.

If you want to see my article in it’s entirety (the theatrical release version at least, as I like to put it), you can see it here. You can also see my full catalog of articles for the Daily Titan over on the right!


Turns out, the game review wasn’t the only thing I wound up getting published today. It was going to be, but then we decided to run an update on the Anaheim Hills Fire, and I got slated to work on that.

So, since I already had the entire gaming part written up early (shows me for trying to be ahead I suppose), I figured it’d be worth adding this portion to the bottom here.

I don’t really have a lot to say necessarily, this story was more of a straight-forward deal. I pulled together some tweets from the Anaheim Fire & Rescue department that gave the most recent updates on containment of the blaze, as well as some information from the California Department of Transportation talking about a local highway that was partially reopened on Friday.

Then, once I had those basics down, I got in touch with the Orange County Fire Authority, where I was directed to the Public Information Officer for the Canyon 2 Fire, Mike Yeun. The guy was real nice, more than willing to chat even while he was driving, and he gave me a bunch of good information to fill out my story. It definitely made things much stronger than the basic 200 word short update I had before.

For anyone curious, the fire was 75 percent contained as of 7 p.m. on Oct. 14, and authorities are expecting full containment by Oct. 17. Things are well on their way thanks to the effort of apparently over 1,600 firefighters at one point at least.

If you want to see that article in it’s entirety, you can check it out here. Or, once again, everything I’ve written for the Titan is over on the right, so you can check that out too if you want.

Fire Emblem Heroes Version 1.8: Forging with Dragons

Fire Emblem Heroes Version 1.8: Forging with Dragons

Luckily for my sudden onset of insomnia tonight, it seems I have a new distraction to mull over beyond Superstar Saga. And writing overly long diatribes about Superstar Saga that I’m going to have to cut down to a more manageable form for a general newspaper audience.

Seriously, Sarah, if you wind up reading this… I’m sorry that I might wind up being more of a pain than I’m worth for the next couple of days with that review article.

But this isn’t the place for pre-emptive apologies. That can come at the end of this post. As the title suggests, we’ve got some Fire Emblem to discuss.

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This morning, Intelligent Systems has graced the world with an update to Fire Emblem Heroes, bringing us into the 1.8 version of the game. Thankfully, there isn’t a hell of a lot to this big update like there was with the last few, so I hopefully won’t be hating myself when I have to get up later.

The major addition with this update is a little feature we’ve been waiting on for quite some time: Seal Forging.

Now, for those of you who are uninitiated in the unending and relentless cult of Fire Emblem Heroes, Sacred Seals are items you can equip to your units that allow them to utilize a fourth passive skill on top of the “A,” “B” and “C” level skills they can be summoned with or inherit.

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These Sacred Seals can make a number of new possibilities open up for unit building and team composition overall. A few of my personal favorite examples include giving a unit like Reinhardt the “Quickened Pulse” seal that allows his special attack to pop off more often or giving a unit like Eirika a seal like “Fortify Resistance” so she can passively buff an additional stat for her allies at the start of a turn.

We’ve had a number of means of unlocking these Sacred Seals in the past, most notably through special Sacred Seal missions that cycle through on occasion, as rewards for completing Squad Assault challenges and as tier rewards during Tempest Trials:

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“Distant Defense” was a particularly good one out of the Tempest Trials category, as was “Quickened Pulse.”

The issue many players have had with these seals is that most have been stuck at a basic level 1 status, with no sign of additional level 2 or 3 variants being released anytime soon.

Enter: Seal Forging.

Though to allow Seal Forging to enter the conversation, we do have to take a step back. You don’t just get the ability to forge Sacred Seals right away, after all.

Thus, enter a new Intermission mission that players can unlock after they defeat Chapter 13 in the main story of the game.

 

Strangely enough this Intermission is the first of its kind and seems somewhat out of place as a result of being only one mission with no additional associated quests. The developers do make this strange addition make sense in the context of the story’s plot, however.

If you don’t remember what happened last time in the ongoing Fire Emblem Heroes saga, you can see me ramble about it in my post about the Crimean heroes some time back. If that’s a ‘too long, didn’t read’ kind of situation for you, then here’s the basics:

The Order of Heroes’ old ally Zacharias turns out to be their new enemy Prince Bruno, who fights against them because his bloodline makes him have an insatiable bloodlust because of something something evil dragon magic, so on and so forth in that classic Fire Emblem flavor. However, he revealed at that point that he still cares about his friends in the Order, and wants to help them help him so he can be friends with them again.

That’s the brief blurb about it, anyway.

This Intermission kicks off just about directly after that happened, when Anna leads the team to an ancient ruin called the Eternal Sanctum after Zacharias told her they could unlock more of their power there.

 

You go, you conquer, and at the end of the mission the team finds instructions for the Seal Forging ritual, which the team takes back home and unlocks for the player’s future use.

Really it’s as simple as that, even though I made it much more wordy than it had to be.

Once you unlock the option to forge Sacred Seals, you gain two abilities: Creation and Enhancement.

 

These options do exactly what you’d expect just off the names alone.

  • Creation mode: As the name suggests, allows a player to create a brand new Sacred seal that they do not already have. Currently there are only a few options with the “Spur” skills and brand new “Deflect” skills, with the latter being more expensive than the prior to create.
  • Enhancement mode: Again, as the name suggests, allows a player to boost the power of an enumerated Sacred Seal they already own. With this, “Breath of Life 1” can grow to eventually become “Breath of Life 3,” providing all the benefits of a third level skill as an add-on to a hero.

Both of these abilities take Sacred Coins, an item you receive as rewards for getting good rankings in the Arena Assault mode. Before now these items were completely useless and just taking up space, so I’m glad they can now be used for something.

Though, because I never took them seriously, I never actually spent a lot of effort earning them… So looks like I’ll have to take Arena Assault mode a bit more seriously from here on out. They are also adding them as rewards in other places like quests and through Tempest Trials from here on out, so that’s definitely a plus!

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Remember this image, it’s going to be relevant again later in this post.

That’s really about all there is to say about Sacred Seal forging at this point. All and all I’d say it’s a quite welcomed addition as a means of making units more powerful for both casual and Arena play. Plus, it fills in some knowledge gaps as far as letting us know what certain things do that previously had no purpose, so it’s satisfying in that regard.

Yet, I wouldn’t argue I’m personally blown away by this part of the update. It’s definitely nice, but I’m not enough of an Arena junkie to feel like I’ll get an exorbitant amount of use out of the system outside of an underlying drive to collect everything.

I can probably blame Pokémon for that one now that I’m thinking about it… But that’s another story.


Seal forging isn’t the only thing that was added in Version 1.8. It was certainly the biggest thing that was added, but there are a number of more minor aesthetic and mechanical adjustments that are actually wonderful additions in terms of making the entire user experience with Fire Emblem Heroes more smooth.

There are three other changes that the game felt were important enough to spell out in more detail as a part of this update, so I figure I’ll break them down the same way.

Changing Teams

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Now this is a change I can get behind. When playing Fire Emblem Heroes, I’m a huge culprit of the ‘look at a mission, then change teams up to fit said mission’ phenomenon. If that is, in fact, a phenomenon most players encounter.

Either way, the inconvenience of this issue is now a thing of the past. Instead of having to jump through seemingly 20 different pages to go from the entrance of a mission to the team editing screen, you can now go to team editing right away thanks to an extra button just at the bottom of the confirmation screen.

As you’ll see again with the other two things here, this change is all about convenience for the player, as just the fact that it was added at all leads me to believe other players had just as much to groan about as I did in regards to how long it took to get to the editing teams menu.

So good on you for listening to that bellyaching and turning it into constructive criticism, Intelligent Systems. I certainly know I appreciate the change.

Quick Questing

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See, I told you this particular image would be relevant again.

Much like going to the team editing screen from a battle confirmation screen was a pain, so was going from a battle confirmation screen to the menu showing off whatever quests and missions you had available. If you were trying to accomplish a mission with a certain goal on a certain level, flipping through those screens was almost a necessity.

Luckily, thanks to Version 1.8’s push for convenience, that problem is also a thing of the past.

Now when you’re looking at missions you can go directly to wherever that mission is relevant for. Need to beat the Training Tower’s Tenth Stratum another six times? Well, here’s a button to go straight there. Plus, it works in reverse, which means you can go from the battle confirmation screen to the quests and missions tab and vice versa. Way cool.

However, I think my favorite part of this change is that it also added these:

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Markers showing off which options include mission-specific things you can complete is honestly incredible. It again removes the need to flip between two pages to pick up on the information you need, but in a much more streamlined way.

I would probably argue this addition is my favorite part of this entire update, just because it’s exactly the sort of thing I’ve been internally asking for since the day the game came out.

Easy Auto-Battle

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The option is actually here in the bottom right-hand corner (^^^), in case you missed it.

With this one, what you see is what you get. Now there’s a more convenient button available (if you turn it on in your settings menu) to turn auto-battling on and off. During a game mode where you have to fight multiple teams in succession, this also keeps it on across multiple battles.

Simple convenience is the name of the game here, folks. Not too much to say, but the effort to improve the user experience is cool to see seeping through every inch of this game as time goes on.

Beyond those three, a number of other things were done that I figure are best left up to the concise words bestowed by in-game text:

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  • I haven’t played a lot with character supports beyond doing it for some stat buffs between my calvary units as a test run, but I guess it’s nice to see a more concise list of the benefits it provides right from the Support Rank icon. Don’t have much to say beyond that, however.
  • Voting Gauntlets don’t happen that often, and an aesthetic change as small as darkening out the members of a team you have selected other than the one that will appear in the Gauntlet is definitely more of an unnoticeable change unless you’ve been playing this game as long as I have. While I did notice this before even reading it in the change log, I’ll say pretty bluntly that it doesn’t change my life much at all.
  • Seeing every item you collect when using the “Accept All” option is a change that is arguably negligible enough to not have to be there at all, but I will admit there is something nice about getting a complete breakdown of what you’ll be earning should you be accepting items strewn across multiple mission and quest lines.
  • Gotta love bug fixes.

While that’s everything new with Version 1.8, I also figured it would be worth bringing up the new Voting Gauntlet that started today, if for no other reason than to look back at this when it’s over and lament whatever choices I’ve made in the here and now.

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The theme for this gauntlet is “The Blood of Dragons,” which pits Manakete against Manakete in a battle of the ancient bloodlines.

Not much has changed with this version in regards to the Voting Gauntlet system, other than the fact that supposedly adjustments were made in determining which army is stronger or weaker (which I really hope isn’t an actual fix considering what a meme it has become amongst my friends to send pictures of billion or trillion point differences in scores that read in-game as being the “same” as one another).

Though mechanically things are the same, there are some different rewards this time around for putting in the time to play:

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Take three – Possibly my most prominently used photo in any post ever just from this one alone.

Like I mentioned before in the Sacred Seals forging portion, now Sacred Coins have been added as rewards for completing Gauntlet-related quests. Between those and orbs, there are a growing number of incentives to participate as time goes on.

Personally, I’ll be participating on the side of young Tiki. She was one of my first five star units ever summoned, so there’s sentimental value there, and I also happen to adore her unrequited love for Marth in the canon of the games in which she appears.

I’m a sucker for that sort of thing, okay? Sue me.

If Tiki fails I’ll probably jump on the Nowi train since I get the feeling she has a strong chance of winning… But that’s a bridge we’ll have to cross when we get there. For now, I’ll just keep focused on supporting my girl as far as she’ll go.


Well, that about does it for another unnecessarily huge Fire Emblem Heroes post.

Seriously this was another relatively small update that I managed to turn into a 2,200 word post. How I do that is beyond me, but I sure hope that it clears out whatever issues I have backed up in my psyche in one way or another.

If you stuck with me so far, then thank you. As a reward, I’ll treat you with this: My favorite picture out of Mario & Luigi Superstar Saga so far.

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Nothing like a good old game of Donkey Kong to really bring the world together.

It’s either this one or blowing up the fat skeleton in the shipwrecked S.S. Chuckola, but that also requires some extra explanation to truly appreciate the fatso jokes, so… Yeah. For another time.

Like I mentioned at the beginning of this post, I’m actually working on an article for the Daily Titan reviewing the Superstar Saga remake, so expect to see that by the end of the week. In fact, I have far more to say about the game than I’ll ever be allowed to publish, even if it’s probably going online-only, so expect to see an unabridged version of that review here on the blog not too long after.

Until then, let me know what you think of Sacred Seal forging and the other small changes from this update in the comments below!

If nothing else, I know messing with some of this stuff is going to be a wonderful distraction from having to study for my statistics exam this week. Seriously not looking forward to that.

Reunited and it feels so good

Reunited and it feels so good

After a long week of dealing in hard news, it feels nice to finally make it to the weekend.

It feels even nicer to make it to the weekend when that weekend happens to hold the ever-tantalizing promise of a brand new video game!

The remake of Mario & Luigi Superstar Saga came out today and boy have I been waiting in absolutely impatient anticipation for it. The original game came out almost 14 years ago, and I would argue it easily makes it into my top five favorite games of all time.

No joke, I’ve probably played through Superstar Saga completely a couple dozen times, or at least enough so that I can’t really keep track. It’s one of those games that’s not only a great time, but also always brings me right back to being a youngin’ before life started to get all full of responsibilities and junk.

Oh, and when I say it brings me back, I mean that pretty literally. I have very specific memories of standing by a wall in the yard/playground area of Birney Elementary School fighting the Queen Bean boss with some of my school friends on my Gameboy Micro. We’re talking real deep cuts here.

Ironically I also remember a very similar situation with a game that also got a fairly recent 3DS remake, Pokémon Sapphire. I distinctly remember being in that same general area with my friends, raising a Silcoon in Petalburg Woods (for some reason) while some sort of an elementary school band concert was going on. 

But I suppose that’s a story for another time. Cause I’m in Mario land now.

To be completely honest, this post isn’t even all that accurate, it might technically be misleading from the way I’ve been setting it up. I actually got this game a couple hours ago, but I’ve been so enthralled getting back into it that I forgot to finish writing this. 

Oops.

I’ve been meaning to write a post about the new Ultra Sun and Ultra Moon trailer from yesterday too, since it actually introduces us to a hell of a lot of information that makes me excited for the game… And I’ve also been meaning to study for this Statistics test I have next week… And I’ve been meaning to work on some editing for the Daily Titan to get us ahead for our special financial issue… But I guess we’ll just have to see how well balancing that all goes.

Long story short, Pokémon might unfortunately be the element that falls to the wayside, and if it is just know you can blame not knowing my opinions on an expansive Ultra Space on how much I’m playing Superstar Saga.

Having spent as much time on the remake as I have already, I can confidently say that I’m already forming a solid opinion about it, which is good because I promised our Lifestyle editor that I would be writing her a review for the game.

As a first impression blurb here before I start to put those thoughts more concretely onto paper, I’d say that the game is extremely faithful to the original game in many ways, such as the storyline and comedy that goes along with it, though just about everything graphically and in the sound design has been overhauled to… Mixed effect. Some of it is spot on, but some of it kind of misses the mark for me.

Oh, and there are a good amount of mechanical changes and improvements that sort of feel the same way. A lot of things seem more streamlined and easier to control as a result, but other things arguably feel more cumbersome, which I would almost unfortunately argue brings the issues of being so faithful to an older game to light.

Of course, I am only in the first area of the game outside of the tutorial zone, Stardust Fields, so perhaps my opinions will change as I get exposed to more and more of what’s going on. Either way, I know I’m already having a great time playing, and in a sense that almost makes all of my criticisms more the nit-pickings of an overly obsessive fan rather than anything truly damning.

I guess look forward to next week when I hopefully get that concise review put together. I’ll be working on trying not to kill my editor with an abundance of unnecessary detail… Though like I said, after last week, I’m relishing the opportunity to write something fun. 

So who knows. Only time will tell. Until then, you’ll know where to find me.

Continuing to have fury.

A song of Awakening and Fates

A song of Awakening and Fates

My last post about Fire Emblem Heroes was pretty negative honestly. I talked all about how tired I felt I was getting seeing things like Tempest Trials show up over and over, burning me out more each time without a substantial break in between.

However… This new banner of special heroes brought me right back from the brink of despair.

I’m not even overemphasizing things that much. Two nights ago when the trailer dropped showing off these four new units, I watched the video at least five times while sitting in the newsroom, waiting for corrections to come back on front page. I was excited to see who was added, I liked the look they were going for and I REALLY liked the music that went with the trailer – though I’ll get more into that later.

Hell, I was so excited about these heroes that even in the midst of a super exciting update to Yu-Gi-Oh! Duel Links with a billion giveaways to celebrate the launch of a GX-themed world, I still found myself thinking about Fire Emblem. Waiting impatiently for the update.

Now that it’s here, was it worth the wait?

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Though everyone was expecting some sort of a Halloween-themed update to coincide with the beginning of October, instead we got a summoning banner themed around dancing and singing, featuring characters who do those things from Fire Emblem Awakening and Fire Emblem Fates. Namely:

  • AzuraLady of Ballads
    • Dressed like she is during her special musical number in the Conquest route of Fates, Azura’s performer ensemble is an interesting departure from the norm in that she comes as an axe-wielder rather than a lance-wielder… Though she generally serves the same niche as her original counterpart. Her special axe Udor (with some weird accent over the ‘o’ that I can’t even start to imagine how to recreate) makes it so anyone she sings for also gains +3 to every stat. Frankly, that’s a crazy buff. She also comes with Triangle Adept to help take out other lances and a passive buff to ally resistance stats during combat, but I would argue the special axe overshadows everything else.
  • InigoIndigo Dancer
    • Clearly somewhat over his stage fright, Inigo is here in his pre-Laslow standing. Rather than coming in as a mercenary like we might expect, however, he’s fully embraced his dancing spirit and… Is a green mage. I’ll be honest, the green mage thing threw me off when I first saw it, but his Dancer’s Ring has the Breath of Life skill built in, so it’s pretty cool. I can’t complain about it, at least. He can also dance for allies and provide them +4 speed if he does, with a turn start buff to attack for adjacent allies as well.
  • OliviaFestival Dancer
    • Inigo’s mother Olivia is also making an appearance, wearing an outfit that’s as revealing as ever but comes with a super nice dark color scheme – I think it’s really nice, at least. Instead of bringing a sword for protection, she carries a weapon called the Dancer’s Fan: A colorless dagger that has a Breath of Life skill built in similar to Inigo’s weapon while also causing a -7 defense and resistance affliction to opponents. Seriously, if you like Inigo’s weapon, this one is above and beyond that, even if it trades off some power and has a physical rather than a magical attribute. She also grants +4 attack with her dance and has Distant Defense, a skill which adds defense and resistance during combat if she’s attacked from afar – something you’ll likely see often with a dagger weapon.
  • ShigureDark Sky Singer
    • Azura’s son Shigure makes his first appearance in Fire Emblem Heroes, but comes in as a blue tome mage rather than a lance-wielding pegasus knight as he is in Fates. Though Shigure was admittedly never really my favorite child unit, it’s nice to see him appear, and the outfit he has to match Azura’s is quite pretty in its own right. His weapon, the Dancer’s Score, is essentially a blue version of Inigo’s Dancer’s Ring. On top of that, he grants +4 to a unit’s defense and resistance stats when he sings for them… Though his final skill only provides SP buffs to other blue tome users on your team. Probably useful for training, but not at all for combat.

From a purely mechanical standing, I love how each of these units come with skills that give their singing or dancing extra utility. I haven’t used a unit with an ability that lets units take a second turn, so the idea of finally getting the chance to do so with whatever extra benefits are brought about is exciting.

Though I also have to say that I think my favorite thing about the specific selection of characters for this banner is the fact that they went with a sweet Mother/Son dynamic with the singing and dancing duets. They do address it somewhat in the story for the paralogue, but just as an idea I think it’s a great little connection that I wouldn’t have thought to pull together until I saw it.

Plus, Inigo and Shigure are both technically brand new characters if you don’t count Laslow. They’re child characters too, which gives me some more hope of seeing some of my other favorite child characters from Awakening and Fates in the future.

Given my excitement for these heroes appearing, I prepared myself for the inevitable orb binge. Things have been storing up for a while, since I got everyone I wanted out of the Crimean Heroes banner a few weeks ago in fact, so that extra buffer finally had its chance to be useful.

It became a little event for me in fact, and as you can see from all of these summon pictures:

 

It was a big bust in the end. Up around 80 orbs more or less down the drain without anything to show for it. I didn’t quite blow everything as you can obviously see from the last image in the set above, but I’m generally not a fan of summoning when I have less than 20 orbs on-hand at least. That way I’m not screwed over if I happen to get five colored summoning choices I want to take on at once.

So, in the unfortunate melancholy of my failure to summon any of the performance heroes, I decided to jump over and see the paralogue for this special banner.

Even from the very beginning, this particular bit of story doesn’t go out of it’s way to distinguish itself as anything beyond filler for the sake of introducing cool alternate costumed characters.

There’s a bit of a joking air at the start as Anna sings Azura’s song, Lost in Thoughts All Alone (more or less the theme song of Fire Emblem Fates as a whole, for that matter). However, not much time is devoted to that before things go right down to business:

Get going you do, and as a result you find yourself in the grand canal-flooded opera house in Cyrkensia from Fire Emblem Fates, arguably one of the game’s most significant and popular locations.

Each of the three maps has you fighting at a different location within the Opera House, which frankly does make sense considering the sheer size of the place in the original game:

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Image courtesy of gamerguides.com

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The actual fights on the maps aren’t particularly challenging in my opinion, though having to deal with 2 to 4 units that can all sing or dance to allow their partner a second opportunity to act is a bit of a pain for sure.

Arguably the biggest boon to these maps are how they look. Not only are things inherently interesting considering the special character outfits, but the setting makes for an aesthetically beautiful set piece both in and out of the battle screen.

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Little in-game Azura singing her heart out. Gotta love it.

However, no matter how nice these maps look and how much I enjoy the characters talking within them, in my opinion there is at least one majorly glaring issue with the new content.

Why is there no special music for the special banner about the performing arts?

That whole thing seems counterintuitive to me, honestly. As a matter of fact, I might even go so far as to say the lack of special music is a rather huge detriment to the update as a whole. It took away quite a bit of my initial hype to hear old music show up again for the three battles in the Opera House.

The idea is especially poignant because a really dope song was already used in the announcement trailer that doesn’t get any play here in Heroes proper. It’s honestly perfect, and I was listening to this video over-and-over for parts of the day leading in just so I could keep hearing the remix.

Don’t want to dwell too much on that however, as music issues aside there isn’t a lot of substance to go over in the story itself either. Each of the three maps starts with a small introduction to the characters that are going to be the focus in that fight, as you’d probably expect.

The first map has Inigo and Azura running into one another, with Inigo having to break away from his desire to hit on such a beautiful lady so they can stop you.

Why are they stopping you? Well… They think you’re intruding on the sanctity of the stage they’re performing on? I guess?

The motivations are a little weirdly specific this time around, I’ll be honest. Though props to the reference of Azura knowing Laslow, who is Inigo taking on a different name at some point the future.

The second map features Olivia and Shigure in a different part of the Opera House, more or less encountering your team under the same mysterious pretense that Azura and Inigo did.

Then finally, the third map features the two groups coming together to fight, dividing into Mother/Son combos of dancers and singers.

Interestingly enough, this part of the paralogue was the most interesting to me because it takes a small detour to delve into lore and character building for this dark-cloaked Azura.

It’s just interesting to me that they decide to talk about the implications of the story in Fates, messing with time by having Shigure appear to be from some canonical timeline that Azura has disappeared in while this special Azura is apparently from some other continuity. I suppose if it’s a subject they can mess with anywhere, Heroes is a good place to do so considering it’s predicated on the idea of drawing characters out from various timelines and dimensions or what have you, but it still seems to be a complicated thing to add just in the middle of another thing going on.

It’s also a little unbalanced in my head to see Inigo and Olivia have a happy little reunion while Shigure and Azura’s interactions are more seeped in sadness and angst… But at the same time that probably fits the characters we’re looking at pretty well. So who am I to complain?

Beyond that side note about Azura, however, there isn’t much else to talk about in regards to story. After you beat the four performers, they acknowledge they were wrong and offer to help you if you summon them later… But it just ends there. No extra banter from the Order of Heroes characters or anything. Just a one-and-done sort of deal.

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Whether it was “kind” to come in and beat everyone up until they came to their senses is an argument we’ve yet to have extensively, but it’s a nice sentiment to end on either way.

The romp through Cyrkensia may have been overall uneventful, more of a filler ark like I said before, and the lack of special music continues to baffle me… But in the end it serves it’s overall purpose well.

That purpose being offering opportunity to earn extra orbs.

I decided to use those extra orbs I earned from the story missions for one last attempt at summoning. An attempt that had…

Very unexpected results. But certainly not results I’m interested in complaining about.

Got me a special Azura, baby!

With this special Azura comes a special personal distinction in that I’ve never had a good dancing/singing unit before to support my team with double action turns. Now I do, and although I’ve been finding that Azura might be a little too much of a glass cannon for my tastes, I’m still excited to make good use of her.

… Though I also won’t stop trying to get some of the others over the next month. Grinding the Tempest Trials out to the end will net me some extra chances to summon, and in particular I’m looking out for Olivia at this point. A good colorless is something that’s far more widely applicable.

But I digress, since beggars can’t be choosers and all that.

After all, it’s time for me to go get some more orbs and get my GX on. Don’t know whether I want to write a post about the GX world coming since I’ve already basically blown through all the first-time impressions… But I suppose if you’re interested in seeing that, let me know in the comments below.

In fact, if you have any opinions on the performing arts heroes, let me know that in the comments too!

Ike’s Tempest Trials: Too par for the course?

Ike’s Tempest Trials: Too par for the course?

After a week of being checked out in terms of blogging, I have to say it feels like a nice little personal accomplishment to have something video game-y around here two days in a row. Sure it’s pretty general Pokémon news followed by yet another Tempest Trials post, but just getting myself to do it is nice.

Though, as the title of this one suggests, I’m actually not expecting to write all that much for this one. It’ll probably be more of a short “here’s what’s going down” post without a lot of fluff because there isn’t too much fluff to add. These trials aren’t unique for being miniature, there’s no new mechanics being implemented or tweaks to the formula or anything of that nature. No, this time, it just seems like Intelligent Systems have hit a consistent stride in putting these out.

So much so that I frankly almost dread the perceived time sink undergoing these trials may become moreso than I’m interested in seeing how they play out. It’s an odd bit of existentialism for a game that I enjoy, but it’s something I’m probably going to have to work out on my own so I won’t bore the world with those details here.

Instead, let’s get right in and see what’s new this time around.



Editor’s Note: I’m coming back here to say I thought this would be short before it wound up being 2,000 words or so. For anyone I may have even momentarily misled, I hope you accept my sincere apologies.



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Coming about a week or two after the Blazing Blade-themed Tempest Trials Mini is a brand new set of trials based in the world of Fire Emblem: Path of Radiance and Fire Emblem: Radiant Dawn. Besides this new world of emphasis, however, Moment of Fate doesn’t provide too much that’s novel in its own right, as I mentioned before.

That much is evident right when you enter the Tempest icon and get an introductory scene where Masked Lucina joins the Greil Mercenaries to help them save their world much like she has with a number of other groups thus far.

As usual, I do appreciate the continued world building we get following a single character in her drive to stop the Tempest, as I’m sure that wide-spread narriative is eventually going to culminate in an ambitious “save the universe” push through either a final Trial or more in-game story missions.

In this case, however, the tying narriative feels… Underwhelming. The six panels I presented above are essentially all the story you get before getting dropped straight into things. It’s simple and it works, but at this point perhaps the formulaic nature is starting to get a little stale.

Though I will concede that it’s interesting how Lucina continues to come in with preemptive knowledge on just who the chief antagonist of the Trials will be:

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The detail might be small and easy to brush aside, but I would honestly be interested in seeing some sort of a backstory at some point showcasing whether Lucina always has advanced knowledge because she knows more than she lets on about the villains behind the Tempest in some intense conspiracy or because she does some extensive recon before meeting up with your allies in the fight.

Or, I guess arguably the most logical answer given her canonical character is that she knows everything because she’s from the future. But even that could make an interesting twist on the whole affair, letting us see her learning about the aftermath in an area ruined by a Tempest before she goes back to save that area in the past.

Just some food for thought.

Once you’re past the underwhelming nitty-gritty of the story behind these Trials, everything continues to be business as usual.

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In a small-scale interesting twist, the Bonus allies have been reversed this time around. Rather than having the heroes you can summon on the Tempest Trials-themed banner serve as the +40% bonus heroes, they sit down in the +20% instead. Aside from Ike, who of course gets to be at the top of the pack. Joining Ike instead this time around are the three summoning banner focus heroes from Crimea that got released on September 15.

That twist luckily comes in my favor, as I’ve had a good string of pulls in Heroes since these three were put in the game:

My Elincia-led Pegasus squad finally gets its time to shine.

That said, the battle system itself is the same. Get through X number of battles based on the difficulty you choose, where each team you use is worn down in every battle and you only have access to a certain number of teams also based on your difficulty.

Enemy units still keep their damage and unit loses when your team loses, and though that’s quite an old change at this point, I’ll never stop praising the developers for implementing that.

At the end of a run you come face-to-face with the Black Knight, just as Lucina warned at the beginning of everything:

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I don’t have any personal experience with the special map you fight him in because I haven’t played the games these characters come from, but I do enjoy the grand throne room look. It’s dope.

Unlike the Black Knight, who is actually a huge pain in the ass.

In my post about the Crimean heroes, I talked about the Black Knight appearing in the newest story missions. At the time I mentioned his skills seemed pretty broken, the kind of thing that would make him a wonderful unit to use on an heavy Armor-based team. I still stand by that, but the flip side is true in that he becomes that much harder to fight when he’s a good unit.

Take a look at this:

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Reinhardt is arguably one of the best units in Fire Emblem Heroes. Particularly on a team of cavaliers, he’s well renowned in the game’s meta for being a unit that one-shots practically any unit through a combination of his high power, mobility and special multi-attack tome. I think he’s the only unit besides Hector who had consistently been considered S+ tier among fan rankings with or without skill investment.

Yet even with a team specially built to support him, my Reinhardt wasn’t able to kill the Black Knight even after activating a high damage-boosting special move. That’s pretty crazy.

Of course I was personally able to beat him after whittling the guy down, but I did have to use another team to do the job. It’s a pain to have to deal with the extra steps, somewhat adding to the monotony of taking on these battles over-and-over, but thanks to a collection of good teams I have at least racking up points overall isn’t a problem for me like it once was.

In the end it all becomes worth it, as what would racking up points be without rewards to collect for the hard work?

This time around the character reward is none other then our buddy the Black Knight himself:

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That’s right, beat the guy down enough and he’ll eventually submit to your command. There’s something poetic to that I suppose, and it adds some levity to the idea of having to take on his challenge repeatedly.

The other token Sacred Seal rewards are a bit more hit-and-miss this time around, however. The first two are a +1 Resistance boost and Fortify Defense to benefit adjacent allies at the start of each turn. Nothing particularly special.

The third Sacred Seal is Panic Ploy at 40,000 points, which is actually well worth the effort. Panic Ploy makes it so every unit in all spaces across cardinal directions that have 5 less health than the equipped unit start a turn with stat buffs becoming stat reductions instead. It’s a rare ability on units you can summon, so having the ability to choose someone to put it on via a Seal is actually really nice.

Oh, and let’s not forget the small mountain of Orbs, feathers and crystals you can pile up while making your way through the reward tiers. Those are always nice.


Beyond that, there’s honestly nothing new to say regarding these Tempest Trials. There could be something interesting in the post-game cutscene with Masked Lucina moving on to her next challenge, but I don’t have the precognitive abilities to tell what that’s going to be two weeks from now, so this is just about the end of the road. Now we’re off on a journey to slog through the battles to make those reward tiers over the next two weeks.

If you hadn’t noticed, this post has honestly been a little more clinical and negative than usual, with lots of talk about slogging through repetitive battles. I’ve certainly noticed it. That could just be because I’m a little tired and in a weird mental place lately, but realistically it occurs to me now that perhaps the close proximity to our last Tempest Trials Mini has led to a preemptive downfall of this one in my mind.

Don’t get me wrong, I will literally never complain about the rewards we get for participating in these events, but my personal play style tends to encourage going after as many of those rewards as possible to hoard those suckers for a rainy day. Since the second Tempest Trials, I’ve always hit the top tier of rewards so suckle every last Orb from Intelligent System’s only occasionally benevolent teat.

Because of that, I think I’ve developed a habit of burning myself out on Heroes whenever a Trials period comes along. The two weeks that have Trials every month or so are the only times I use Stamina Potions, as I have so many of those that I can consistently slam them out, mindlessly battle in one hand until my energy is gone and repeat to rack up as many points as possible in as condensed a period as possible.

Perhaps that means the fault is in my own hands for feeling exhausted about these Trials before they begin. I know what I’m getting myself into and I know I just went through it, so I’m just not in the right frame of mind to do it again.

But that argument in itself implies a deeper root issue. Did the Miniature Trials throw off my Heroes Circadian Rhythm, as it were? Did having a small version of this same event in the middle of the usual refractory period we get extend some underlying exhaustion I’ve yet to come to terms with?

Perhaps. That certainly seems like a logical argument.

At the same time, however, I’m not sure I can argue whether this is an inherently good or a bad thing. Obviously the developers wouldn’t intend to burn out their players, so I’m sure it’s not some conspiracy against me personally. It’s just something I have to come to confront in my own overly-complex logical approaches to what should honestly be a mindless experience.

That said, I will argue that perhaps it’s time for something new to come around in Heroes to freshen things up a little more. Because if we start to continue a frequent schedule of Trials and Miniature Trials, I’m not sure I’ll be able to keep latched on for very long.


Existential reflections on this game out of the way, I will actually leave well enough alone and end things here. It’s about time I get some sleep before I continue to ramble way past what’s necessary, and I’m sure everyone’s tired of hearing me talk for a long time about small things the last couple days.

So, as usual I’ll leave with a question for the audience. For those of you who play Fire Emblem Heroes too: Am I just mindlessly rambling about things that are in my own head? Or does this particular Trials run seem more exhaustive and underwhelming than usual? Is there anything else you’d like to see come around to shake things up?

Let me know in the comments down below!

New Ultra Sun and Ultra Moon Information: Surfing Alola

On September 13 there was a Nintendo Direct. A rather long one, standing strong at 45 minutes worth of information regarding games of all shapes and sizes. Because of life being life I didn’t have the chance to talk about my thoughts regarding the Direct, but there was plenty of great stuff there. The new Kirby game looks really, really fun, as do the Mario & Luigi Superstar Saga remake, Fire Emblem Warriors and Mario Odyssey. Plus there’s plenty of updates coming for games like Splatoon 2, ARMS and Breath of the Wild on top of some interesting ports for games like DOOM, Sonic Forces and a remake of L.A. Noire.

One thing the Direct also addressed was Pokémon Ultra Sun and Moon, and there were some interesting information dropped that I sort of regret not delving into. Necrozma’s role in the games was elaborated on a bit more, there was a new Z-Move for Lycanroc shown off that varies depending on which Lycanroc you have and they even told us that new Ultra Beasts will join the line-up of available Pokémon.

Because I dropped the ball and missed talking about that update before I won’t slog down this post with too much discussion about it, but if you want to see the trailer that came with this new information you can hop over to this video.

After all, now isn’t the time to be slogged down in old-new information, we have some new-new information to discuss! I mostly wanted to include that introduction as a filler for the gap in my informative timeline, as today I’m looking to talk about the brand new informational trailer that was released for the world to enjoy.

As usual, I’ll be holding my long-winded discussion below this read more line in case anyone’s looking to not get spoiled on Ultra Sun and Ultra Moon information. That may be counter-intuitive since I just spoiled the entirety of the last trailer right above this, but… That was a few weeks ago. I guess.

Just bear with me.

Continue reading “New Ultra Sun and Ultra Moon Information: Surfing Alola”

A Radiant Fire Emblem Heroes update

A Radiant Fire Emblem Heroes update

As I’ve come to find, there’s never a better opportunity to be productive with some Fire Emblem than when you’re just sitting around biding time.

Unlike most of my Heroes update posts, this one is not being written during the witching hours between midnight and 3 a.m. Though it feels a little wrong in that sense and the post itself won’t go out at my usual early-ish morning time, I can’t really complain about feeling a little bit more well-rested as I talk about these new heroes:

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It seems a bit strange that a more substantial update like this got a banner with only three heroes, but from the perspective of trying to summon them all I suppose it’s hard to argue with a little more ease in that department.

I’m sure I’ve brought this up in the past, but the Radiant games (Fire Emblem: Radiant Dawn and Fire Emblem: Path of Radiance respectively) are part of the legendary RPG series’ history that I personally haven’t touched. While I don’t really have much of a personal connection with the three new heroes that were added as a result, I do still have some first impressions I can give.

  • ElinciaLost Princess
    • Princess and, from what I understand, later queen of Crimea. Elincia is a Pegasus knight who uses a sword called Amiti that reduces her speed in exchange for attacking twice when she initiates combat (though with less of a reduction than an average brave weapon). She has Ardent Sacrifice as a passive skill to heal her allies, Death Blow to boost her attack by 6 as a way of making up for her sword’s low base power and a new skill called Flier Formation which seems to work like a reverse of Tana’s skill, allowing her to teleport to nearby flying units.
  • OscarAgile Horseman
    • A cavalier from Crimea who joined Ike’s Greil Mercenaries and is apparently known for his speed. Out of everyone here, I would argue Oscar carries the least amount go gravitas in terms of what he gets out of the box. A Sapphire Lance makes him capable enough as a weapon-triangle abuser, he can grant +3 speed and defense with his assist ability, he has Lancebreaker to combat other lance users and he grants an extra passive +3 Speed and Defense boost to adjacent units during combat. An interesting and worthy set of buffs, but nothing that seems too mind-blowing.
  • NepheneeFierce Halberdier
    • Coming in with arguably the strangest name of the bunch is Nephenee, a commoner from Crimea who still seems to carry somewhat of a drawl from her native home despite trying her best to talk more in-line with the royalty under which she serves. As an infantry unit, Nephenee comes with a Slaying Lance to lower the special cooldown of her Moonbow special attack (quite the deadly combination, I might add), a +2 attack/speed boost  and a new skill called Wrath that accelerates special cooldown more and boosts the power of a special attack when she’s below 75% health. If her stat spread is good, she’s probably going to have incredible damage output.

Elincia has stood out to me most thus far, as a sword-wielding Pegasus knight is something I’m still looking to add to my flying unit team alongside Minerva and Cordelia. Plus it’s cute that her Pegasus has a unicorn horn, and I’m always a sucker for cute design choices.

The game seems to have had other plans for me, however. While my free summon was a four-star Palla (Also known as not the sword user Pegasus knight I wanted), I decided to use a couple of extra orbs considering the Tempest Trials Mini and other daily events have given me a 100+ orb surplus.

Then this happened:img_6172-2

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This craziness was enough to outright blow me away when it happened. It kind of said to me that somebody somewhere is looking out to prove that games can be nice to their players. Once in a while, at least.

Seriously, three five stars in general at once is insane, but having Innes from the Sacred Stones banner and Nephenee from the new Path of Radiance banner show up for me is all kinds of extra nuts just from being so recently relevant.

Sure, it’ll be a bit of a slog to raise all three of them up to their full glory, but in the end I’m sure it will be a worth-while venture. The more good five stars I have, the easier it becomes to tackle things with continuous fights under changing conditions like the Arena Assault game.


With that slight bit of self-serving feel-goodness out of the way, let’s get into the nitty gritty of what we got to surround this new summoning focus banner.

The Radiant series seems to be an ever-popular one in the Fire Emblem fandom, and Heroes has no qualms about using that popularity to push bigger elements in its ever evolving story by the looks of it.

The Dauntless Crimeans came alongside a new main story chapter, one with five missions and plenty of actually engaging plot.

Of course a new story mission also means a host of other goodies, like extra orb missions and daily log-in bonuses:

But I would honestly argue that the plot for the “Diabolical Bloodline” chapter is really what should be drawing you in… If you’re into the plot of Fire Emblem Heroes like I am, at least.

Although, spoiler alert, this part of the plot has literally nothing to do with the new heroes despite taking place in their world. Just as a forewarning for anyone who was hoping to see the three newbies in their natural habitats.

This leg of the story begins fresh off the heels of Chapters 11 and 12 leading you through the world of Fire Emblem Echoes and culminating in the reveal that one of the archvillains, Prince Bruno, is actually the Order of Heroes’ missing friend Zacharias.

Pretty much right off the bat things jump into a hefty amount of exposition and backstory on Zacharias. It’s a lot all at once, arguably even overwhelmingly so from the way it comes out of nowhere, but at the same time it’s a very… Expected Fire Emblem backstory.

Evil dragons, harsh royal blood, puppet curses… Everything you’d expect to see in the plot of a Fire Emblem game. A safe choice in that respect, though they do go more personal with it.

 

I would say adding the details about his mother is just the kind of unexpected emotional whammy needed to build up some sympathy and intrigue in the character.

Beyond that, however, this chapter doesn’t offer much in terms of plot. Like I said before the three focus heroes show up as set pieces, but not a single one of them gets a line of dialogue. Not even the usual generic affair about there being a contract they need to follow.

I would say that’s the strangest part of this whole chapter, the general lack of use of other characters despite there being at least 5 missions to introduce Zacharias’ backstory and maybe even elaborate more on why the World of Radiance seems to be a favorite spot for him.

Though I could also argue that’s asking a lot for the plot of a mobile game that only periodically updates… So I digress.

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The five missions in Chapter 13 weren’t necessarily all that engaging to me considering I haven’t spent any time in the world of the original games. Nothing stood out too specifically about the backgrounds or the music as a result, though I do enjoy the world theme for the levels.

I did also find it interesting to note that Chapter 13-5 uses Brave Ike rather than normal Ike. Can’t help but wonder whether that means Brave Ike ties in more with Path of Radiance, or if they simply wanted to shake things up considering the new summoning focus had no axe-wielders.

However, arguably Chapter 13-3 took the cake as being the most interesting of the five. It was the only level to include a “survive 7 turns” stipulation, but rather than just forcing you to take on an onslaught of generic enemies, the level actually introduced a brand new character into the mix:

Not only does the Black Knight look dope as hell, but his appearance adds an interesting element to the fight. He’s invincible thanks to the special Emblia’s Ward ability and rather high leveled even on the most basic difficulty setting, so the character acts like a check for being able to blow through the mission like it’s nothing.

Plus, it more or less tells us everything we need to know about Black Knight before he appears in some sort of Grand Hero Battle later on. A sword with distant counter, a more powerful version of the Luna special attack, a defense boost when he’s attacked and Wings of Mercy to jump to an ally when they’re damaged… I can already tell this guy is going to be pretty powerful, especially on my armor team with Amelia.

Even with that diversion out of the way, however, things quickly jump back into Zacharias and his own emotional dark god blood angst.

 


Defeat him here and you get to go into some conclusive details with him somewhat making up with the Order of Heroes but knowing he can’t come back because blah blah story continuity and necessary villain being necessary.

And, of course, things end off with a message for the player.

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Pretty standard roll-credits stuff here, not gunna lie. Fairly well handled considering how long we’ve been invested in these characters now, but nothing Pulitzer Prize winning by any means.

Now we wait and see where things go next.


Well, looks like that about wraps things up for today’s Fire Emblem Heroes update. Just in time to make my video conference in a half hour too, conventionally enough.

What do you think about the new Crimean heroes? Do you have a favorite? I certainly like Elincia best from a design perspective, but Nephenee seems pretty powerful and I’m looking forward to trying her out.

How about the continually growing Heroes story arc? Do you enjoy what they’ve been doing with it? Or would you be equally as content if everything was more filler-based considering the nature of the mobile title?

Let me know in the comments below!

 

The 1.7.0 Update: For Love? Or for Stats? Plus more Fire Emblem fun

The 1.7.0 Update: For Love? Or for Stats? Plus more Fire Emblem fun

As I’m sure anyone watching my blog has noticed that I’ve been rather busy the past few days. Driving around for internship/Boom-related events, starting daily production for the Daily Titan with some late nights, working on stories like DACA and our interview with President García, plus more in that I haven’t gone into half of the actual schoolwork and personal things I’ve had to deal with beyond work.

As much as it’s better to be busy than bored, I’ve been a little stretched thin. Unfortunately that means some things have to fall through the cracks, and some big Fire Emblem Heroes stuff happens to be what fell through said cracks this time around. It’s a shame too, there have been multiple things that I otherwise would have loved to talk about in a more timely manner.

But look at me complaining about missing fun stuff because work and responsibilities got in the way. Probably time to move on to what I’m talking about today before the world’s smallest violin busts out a tune.

Since I gabbed about the game’s Brave Heroes update last time around, quite a few things have happened. First and foremost:

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That’s right, I got me a special Lucy.

Humblebrag that may be, but Lucina is one of my favorite characters given her high prestige as my Super Smash Bros. 4 main fighter. So I’m excited about it and wanted to share it with the world.

The last Voting Gauntlet also wound up being much more of an intense game than I’ve seen in some time. As I predicted at the beginning of the competition, Ike won.

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The guy is so popular that it was hard to imagine he wouldn’t, and I got off with plenty of hero feathers thanks to my lucky intelligent deduction, so you’ll hear no complains from me. Camilla did put up a good fight though, and the intense competition both in the overall Gauntlet and within my friend group (as we literally split down the middle with our support) made things way more engaging.

Also we got 4 orbs every two days for each of the three rounds. That’s a nice incentive as well. Feel free to keep nice stuff like that flowing, Intelligent Systems.

Then as things moved into September, we got an event calendar for the month that preempted a bunch of cool things coming in the near future:
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A few of these events have started already, and those are the crux of what I’m here to talk about today. So let’s get going and split it up appropriately, shall we?


Version 1.7.0

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Ironically this version update is the biggest news to come out of Fire Emblem Heroes in a long time… Yet I don’t have a ton to say about it.

Fire Emblem has become known not only for its high difficulty strategy-RPG gameplay, but also for its comprehensive unit support systems across many of the games in the series. In Fire Emblem Heroes, only one of those things has been represented since the initial release.

Until now, that is.

Ally support systems are in the game, and with it comes endless possibilities for ships in serious and in meme-worthy contexts. As someone who has loved shipping in Fire Emblem games since my first venture into Sacred Stones, I’m more than excited to see that we can pair up characters to our hearts content.

Just like in the main series titles, allies who fight near one another in battle gain support rankings that range from C to S when undergoing support training. However, an interesting component to Heroes’ model comes from the fact that you can constantly switch who your hero supports. You could have an S-support with a unit only to break that off and start another one back at C, and you can do so as many times as you want.

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While I haven’t had the chance to build much support beyond basic C-level stuff, it seems as though the characters interact in a cute little cutscene to show how much they enjoy each other’s company for every rank you climb. You can view the little vignettes that come with this whenever you want.

In battle, supporting allies gain bonuses depending on their rank and distance from one another:

  • C-rank grants units +1 resistance from one space away, double that when adjacent.
  • B-rank grants units +1 resistance and defense from one space away, double that when adjacent.
  • A-rank grants units +1 resistance, defense and speed from one space away, double that when adjacent.
  • S-rank grants units +1 resistance, defense, speed and attack from one space away, double that when adjacent.

However, on the battlefield itself, it doesn’t appear as though supporting units get special indication beyond a heart over the support partner when you select one or the other. Perhaps there’s more if you get higher that I haven’t seen, but in this case there’s no way for me to know.

I do hope they add in a small heart animation when units fight side by side though. That would be amazing.

The other interesting thing to note about ally support is that you, the summoner, can get in on the anime-themed shipping action as well!

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That’s right, what would a modern Fire Emblem game be without a self-insert character to pair with any unit you desire? The concept behind how this works is exactly the same so long as you replace each instance of “two units” with “one unit,” as you technically count as the second presence in the room.

The scaling benefits are also slightly better for summoner supported allies:

  • A C-rank grants the summoner-supporting unit +2 resistance and +3 health at all times.
  • A B-rank grants the summoner-supporting unit +2 resistance, defense and +4 health at all times.
  • An A-rank grants the summoner-supporting unit +2 resistance, defense, speed and +4 health at all times.
  • An S-rank grants the summoner-supporting unit +2 resistance, defense, speed, attack and +5 health at all times.

Okay by slightly better I actually mean infinitely better. These are some amazing stat buffs to be able to bestow upon one ally.

Which, of course, brings us to the question that serves as this post’s title.

Are you the kind of player that will pair your units together because you canonically love them as a pairing in the story of their games/the story of your imagination’s choosing?

Or are you the kind of player that will pair your units strictly to build the strongest team imaginable, letting no stat points go to waste?

Personally… I haven’t decided which category I am. In all other circumstances I would wholeheartedly go for option 1, as I ship literally anything and everything in any video game I play, TV show I watch, book I read and more. But for Fire Emblem Heroes the pure stat buffs are awfully tempting… Especially on my cavalier team.

I would kill for some high-leveled units to get even stronger.

But for the summoner support especially I’m at a loss. Who do I want to be with? Do I pair myself with a powerful unit like a Brave Lyn to make her a battling monster? Do I pair with a sentimental unit like Eirika from my favorite Fire Emblem game (despite her actual husband being available)? Or do I pair myself with a unit like Nino, my first true Fire Emblem Heroes waifu? I literally have no idea.

Oh well. I’ll have time to figure it out.

Overall, I would say the Ally Support system is a welcome addition to this mobile title that, despite being somewhat barebones right now, easily serves its purpose and has opened the flood gates for people to do whatever they please in terms of customizable relationships.

In a sense it’s somewhat ingenious to have the feature in a mobile game styled like Heroes is where each player can build their own experiences with unit pairing. Sure it’s only porting an already existing idea over, but I still think it lends itself uproariously well.

And if I ever summon her I’ll be able to finally get revenge on the restrictive Echoes by shipping Genny and Tobin.

While shipping is easily the biggest addition to Version 1.7.0, it isn’t the only one.

Though there isn’t a lot, so the pictures above basically sum everything up.

A search option for skill inheritance is a great idea, one that I’m sure already has, is continuing to and will from here on out save people tons of time when building teams. The rest of the stuff boils down to some aesthetic and deep mechanical adjustments that I don’t feel like I have to dive into that deeply.

If anything, I just think it’s safe to say that I appreciate the game developers for constantly updating things to make the best user experience possible. So far nothing they’ve done has failed me yet and it seems like the community as a whole enjoys the changes too.

Keep it up Intelligent Systems, and I’ll keep up giving you some free publicity whenever you start up new developments. New interesting developments.

New interesting developments such as –


Tempest Trials Mini: To Die on the Battlefield

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A new Tempest Trial, which launched just today!

In other words, this is the section of this post that kept me from getting that much sleep last night. Thanks game, you always know how to prod at my insomniac button.

The Trials start off about how we’ve come to expect them at this point. Masked Lucina has teamed up with the four top Bonus Allies for this go around (Eliwood, Lyn, Hector and Ninian) to help lead them into the Tempest so they can protect their world.

 

However, she does warn them that the character at the end of the Trial is a special kind of foe:

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After you break through the usual barrage of battles (seven at the highest Lunatic difficulty in my case), you come across that special foe. The build-up is intense, the anticipation is great, and in the end…

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It’s Hector. Given the description Lucina gave for him I suppose it makes sense that this is the character who’d show up at the end, but I wouldn’t liked to see something more novel-

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I’m sorry, what was that? 85 health?

43 defense?

30 speed?

Pavise?

And Distant Counter?

My god… This unit is completely overpowered.

I actually legitimately think it’s glorious just how overpowered he is. Hector is already considered to be one of the most powerful units in the game and they buffed him to high hell for this event. Thank god they keep units weak after you lose a fight, otherwise this might have been next to impossible. He actually beat down quite a few of my units before I was able to finally take him down the first time, ending the first of many future runs at the same challenges that I’ll be playing for the next week.

Oh, uhh… Also the background is pretty.

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Or it would be if I got a picture without Mathilda in the way… Sorry.

Hector kind of overshadows it, but I do think it’s quite nice. Thought that would be worth mentioning.

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Mechanically speaking, not all that much is new this time around. Everything that has been added throughout the last couple of Tempest Trials runs have made their return, and I definitely appreciate their continued appearance. Weaker opponents upon losing a fight and switching to a new team still probably being my favorite. Though a close second is the two daily rounds of extra bonus points for completing runs on top of the separate daily rewards you receive for completing said runs that really encourage continued habit-building playing.

This particular event only lasting a week instead of two weeks (hence the “Mini” modifier) also means there are less reward tiers, making everything easier to collect. Bonus Allies become that much more worthwhile as a result, since they continue to boast stat boosts across the board on top of their value as point multipliers.

Now, it may sound like I just glossed over the idea that the event is shorter and has less rewards, which is something I’m sure plenty of people have found reason to complain about… But frankly I glossed over it because I think it’s rather nice.

As my very complaint-filled introduction at the beginning suggested, I don’t have a ton of time to spare as of late. Thus, having a smaller and more manageable event with easier goals to reach is a godsend if anything.

On top of that the rewards are so tightly packed that it feels like we’re getting plenty of bang for our buck in quantity.

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Though that does bring up another point. These rewards are… Fairly disappointing overall.

Don’t get me wrong, things like free orbs are a commodity I’ll never complain about, and with my huge stockpile of Stamina Potions I have no doubt that all of those sweet little spheres will be in my inventory in no time flat. But these Trials tend to be known for big special prizes throughout the point accumulation process that serve as driving forces.

This run doesn’t really have that, for me at least.

Masked Lucina is the character reward, and even my love for her doesn’t change the fact that I already own a five-star version to use. Defense 1 and Quickened Pulse are also pretty ‘meh’ rewards, as they are Sacred Seals I already have (though I do encourage anyone who doesn’t have it to go after Quickened Pulse).

Distant Defense is brand new at least, and it certainly looks like it will be right at home on a bulky unit I own sometime soon. However, that’s about it beyond the orbs. Maybe I’m just feeling picky, which I know I shouldn’t considering there’s a full Tempest Trial coming at the end of the month that I’m sure will have all the cool stuff we could ask for.

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One thing this trial does have going for it is a pretty dope summoning focus banner based on the Bonus Allies. Basically everyone on the list is a super cool and powerful hero to have, so even though I haven’t decided whether to use my own orbs yet I know the risk will certainly be worth it for some.

For now, however, I’m sticking with Masked Lucina as my main multiplier. Girl puts in work with those stat buffs.

Unless more comes up as I play through the next week of fights, that’s really all I have to say about these Trials. I like the idea that miniature versions can exist, and I hope that means more events will be encouraged in the future, but this particular run doesn’t add too much to the overarching plot line or the pile of special prizes we’ve seen in the past.

If nothing else it simply serves as a nice transition into a focus on some Blazing Blade content. Speaking of, how’s about we move into the next thing.


Bound Hero Battle: Ephraim & Eirika

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Though I don’t normally talk about these events, the fact that Sacred Stones has been the focus makes it worth at least bringing up as a farewell of sorts.

The mid-to-late portion of August was spent in the world of Sacred Stones between new heroes and a Grand Hero Battle. By the looks of it, this event may be the last hurrah for it on Heroes for a while as things move into The Blazing Blade with the mini Tempest Trial.

Though I think it’s a shame, more than one game does deserve to have the spotlight. Life moves on and all that, so I’ll just look forward to the next shot we might get at Neimi. #NeverGiveUpNeverSurrender

In terms of the Bound Hero Battle itself there isn’t all that much to say. It features one difficult battle with three challenge levels that offer scaling rewards.

 

Hard mode gives out two orbs, Lunatic gives out three orbs and Infernal gives out a whopping four orbs. Nine orbs ain’t too shabby.

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For the actual playable map itself, I can’t honestly decipher which map from the original game it’s trying to emulate. This one seems just a bit too simple to really give any substantial hints in my opinion, though it has been driving me crazy enough that I tried doing some outside research on the matter.

My best guess is probably Ephraim’s first castle siege map in Chapter 5X or the much larger equivalent you get later on in Chapter 9, though I don’t know for sure. I just know that with the cavalier team I’ve been able to assemble since summoning Brave Lyn it honestly hasn’t been a huge hassle to at least get through Lunatic difficulty. Infernal is another matter entirely, but I have a few days to figure that out at this point.

Oh, and as an added note, thank god for Serenes Forest having these maps available to see. If it didn’t my wall would probably have a very distinct Jason-shaped hole in it right about now.

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The Bound Hero Battle also comes with a summoning banner featuring Eirika, Ephraim and Seth. The only one on the list that I don’t personally own is Ephraim, and considering he’s also on another banner that’s running at the same time…

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I probably won’t be summoning off of this focus. Sorry Ephraim, I’ll snatch you up eventually.



Boy oh boy that was a lot. On the bright side, I think that should cover my personal obligation to talk about Fire Emblem Heroes for a good while.

Or for at least a week. At which point we get new heroes according to the schedule. Then we’ll get another Bound Hero Battle, a full Tempest Trials run and some Fire Emblem Warriors-themed maps after that.

… Yeah alright, maybe there’s more coming up than I expected. Guess it’ll give me a nice break from the already ever-present slog of school if I make the time to talk about them.

Which of course I will, so look forward to some of that!

How do you feel about character pairings coming to the mobile Fire Emblem hit? Or about the prospects of a potentially more frequent miniature version of the Tempest Trials? Or about the many events coming down the pipeline? Let me know in the comments below!

The Heroes we chose, the Power we crave

The Heroes we chose, the Power we crave

Before Fire Emblem Heroes hit mobile app stores, there was a promotional “Choose Your Legends” event that had fans of the Fire Emblem series vote on heroes they were interested in seeing in a game which had only just recently been teased at a token Nintendo Direct for the series.

When the voting period ended and the results were released, not much was very surprising about the results. Taking the top rungs of the ladder for the men were Ike from Fire Emblem: Radiant Dawn and Fire Emblem: Path of Radiance as well as Roy from Fire Emblem: The Binding Blade. For the women, Lyndis from Fire Emblem: The Blazing Blade and Lucina from Fire Emblem Awakening took top billing.

In the six months since the game has launched, we have not heard much regarding these four chosen heroes, the most popular in Fire Emblem history if you believe in the sanctity of a community-driven vote. Democracy at work.

But now we know just what has been cooking for these fan favorites: A new distinction as “Brave Heroes,” bringing along with them a new look, new weapons, new skills and a certain extra sense of prestige.

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Okay, technically we knew about these Brave Heroes a couple days ago when a new episode of Feh Channel was released…

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Which you can watch here if you’re interested.

But that came out so close to the actual release of these guys that I figured it would be worth waiting to talk about them.

So, now that they’re here, what are the Brave Heroes we chose packing?

  • Lucina – Brave Princess
    • Lucina wields the legendary lance Geirskögul, which gives her +3 defense and gives allies with physical weapons within 2 spaces +3 attack and speed during combat. She also comes with the special attack Aether, boosting her damage while recovering health, and the skills Sturdy Blow (to add attack and defense during initiated combat) and Drive Speed (to grant her allies +3 speed within 2 spaces during combat).
  • Roy – Brave Lion
    • Roy wields the legendary sword Blazing Durandal, which gives him +3 attack and adds +1 to the special attack cooldown of his enemies if he has a higher attack stat. He comes equipped with the special attack Galeforce, granting him an extra turn if he initiates combat, and the skills Steady Blow (to add speed and defense during initiated combat) and Desperation (which allows for immediate follow-up attacks if he’s below 75% health). Roy is also a cavalier now.
  • Lyndis – Brave Lady
    • Lyn wields the legendary bow Mulagir, which gives her +3 speed and nullifies the bonuses of magic users from skills like Fortify ‘X’ and Rally ‘X.’ Her special skill is Draconic Aura, a consistent damage booster, and she comes with three skills: Swift Sparrow (to add attack and speed during initiated combat), Sacae’s Blessing (disabling counterattacks on foes with swords, lances and axes) and Attack Smoke (which inflicts -7 attack on foes within 2 spaces after combat). Brave Lady Lyn is also the first Bow Knight added to the game, giving her vast mobility and range.
  • Ike – Brave Mercenary
    • Ike wields the legendary axe Urvan, which gives him an accelerated special attack cooldown and makes it so consecutive attacks deal 80% less damage. Fun fact, 80% is a hell of a lot considering this is a game where 40 damage is usually a one hit kill. His special skill is Aether just like Lucina has, and he comes with three skills: Steady Breath (granting him +4 defense if attacked and adding +1 to his cooldown), Beorc’s Blessing (which nullifies the Fortify ‘X’ and Rally ‘X’ and more bonuses from flying units and cavaliers) and Threaten Defense (which lowers opponents defense by 5 within 2 spaces after combat).

I mentioned it before, but the results of the Choose Your Legends event are pretty obvious in hindsight. On the one hand, I can totally see why:

  • Lucina is arguably the most popular character from Awakening, the game that saved the Fire Emblem series from extinction a few years ago. She’s the central tie for essentially everything that happens in that game, and that makes her a very interesting and dynamic character. Plus, she got a chance to be in Super Smash Bros 4 (which as you’ll see is a common theme in this list).
  • Roy was one of the two characters, alongside Marth, who bolstered the popularity of Fire Emblem in the United States. They both appeared in Super Smash Bros. Melee and got American audiences interested in the previously obscure RPG, enough so that the next game in the series was released here. Speaking of…
  • Lyndis is a main character from the Blazing Blade, which in America was known simply as “Fire Emblem” because it was the first game in the series to be released there. In fact, though I’m not entirely sure considering I haven’t personally played the game, I believe Lyn is the very first character you encounter in that game as the main character in the tutorial stages. Add to that her legendary status as a one-hit-knock-out assist trophy in Smash Bros. and you have someone quite memorable to many fans.
  • If Lyn is considered quite memorable, Ike is truly a character anyone who has even heard of Fire Emblem can recognize. As a main hero in two Fire Emblem games and a fighter introduced into Super Smash Bros. Brawl, he has had quite a strong presence in much of the series’ history. In fact, much of his popularity probably stems from the memes that Smash Bros. spawned. Not only is he a cool heavy-hitting character that uses a flaming sword, but cries of “Aether,” “We like Ike” and “I fight for my friends” characterize a large breadth of jokes that get passed around for the game. Ike even appears in the opening title screen for Heroes, and the long stretch of time before he was added to the game had many players asking for him to appear.

But on the other hand, that inherent popularity of these heroes makes their appearance here entirely too predictable. In a way, I would almost argue that makes it a boring list of characters to highlight despite how much “fan favoritism” balances that out.

However, I would also argue the way the heroes look and their awesome skills help to balance that out even more. They seriously look and play amazingly just from the offset, so even if I feel we were jipped by not giving other heroes the chance at alternate skins (of which Lucina now has three for whoever is keeping count), at least they’re still worth getting.

Though if I had my way, those abundant votes for Neimi in that original voting session would have held more sway. Just saying.

Another special thing about this new summoning banner comes from the fact that the game is trying something new with it: Allowing players to get one of the Brave Heroes for free.

This unprecedented bit of generosity helps play back on the community-driven aspect of the Choose Your Legends event. Players chose these heroes to represent their favorites, so they all get to have at least one as a thank you for playing the game.

Who did I choose, I hear you ask?

Well…

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Though it was a tough choice between her and Ike, I had to go with Lyndis. Namely because she’s the first Bow Knight introduced into Fire Emblem Heroes. The horse-mounted archer class is probably my favorite in the series (again dating back to Neimi in Sacred Stones), and on top of that it fits perfectly onto the horse-themed team I’ve been building for some time now.

I’ll probably blow some orbs trying to summon the rest of the three available Brave Heroes, but I likely won’t go crazy over it. They’re all cool and limited-time rare, but I still feel like I should be saving my orbs for a rainy day after a number of recent binges.


Now onto what is strangely still one of my favorite parts of these updates: The story.

This time around it’s pretty bare bones, so those of you who don’t enjoy my endless ramblings are getting lucky.

This Paralogue comes with the usual assortment of bonuses you would expect. Three difficulty levels to get nine orbs, three extra missions for more orbs… But this time, it also comes alongside a log-in bonus to help players get 20 orbs.

In terms of the actual story, this Paralogue is frankly more fluffy than most of the others on our ever-growing list.

And I don’t mean fluffy as in “Let’s watch Anna try to take some click-bait swimsuit pictures,” I mean fluffy as in “This Paralogue is literally just a nod to players about this being a player-driven choice and event.”

It begins with a rather thin premise of enemy forces gathering in an old temple in Askr.

As it turns out, that temple was the original resting place of the weapon that you, the player character, now wields that gives you the ability to summon heroes from the various worlds. So then, why is the Emblian empire stationing themselves there if the one weapon the temple is known for has already been taken?

Well… They don’t really explain that.

They just explain that Brave Heroes, who are exceptionally stronger than normal heroes because of the strength behind the love and belief of others that resides in them (which is another thin way of saying we all voted for them), are there now.

“A legendary rite” say the writers with a wink and a knowing grin.

Interestingly enough nothing goes any deeper than this. Everything about this Paralogue can essentially be summed up as “Hey look at this fan service we’re giving you, hope you enjoy the free stuff.”

Don’t know what it is with me and fake quoting things tonight, but it’s certainly happening a lot.

That aside, in the end you just go through the three battles:

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But nothing of substance happens until the end when the four are together and talk in vaguely meta terms about being chosen.

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And that’s all she wrote.

However, before I move on, I did want to mention an interesting point tying the four heroes together. In their selected descriptions, each of them mentions the fact that these forms are based on their fathers in one form or another.

Lucina is wearing armor similar to her father’s armor. Lyndis is utilizing the bow and horse riding skills of her father. Roy is using his father’s sword and rides a horse like him as well. Ike, finally, is using his father’s axe to battle.

This is arguably a small detail, but I think it’s a really cool way to add some extra world building into the mix. I can always appreciate some extra world building.


The Brave Heroes summoning focus isn’t the only way Intelligent Systems is making good on the Choose Your Legends event from before the game’s launch.

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The eight highest ranked heroes (four men and four women, including the regular forms of the previously discussed brave heroes) will be pitted against one another in a voting gauntlet.

I personally only have a Roy and a Camilla in my hero storage banks, but neither are leveled up at all, so this will probably be the first gauntlet in which I don’t actively support a hero I use to gain extra points.

That said I’ll be supporting Ike to start. Because I’ll be honest, it’ll be quite the shock for me if he doesn’t wind up winning.

While I won’t personally be buying into them, there are two summoning focuses in place to summon the characters in question:

 

 

My orbs are better spent in other places I would argue, even if a regular Ike or a Hector are heroes I could stand to have eventually.

One thing I think is interesting to note is the fact that of the eight available heroes, six are red units (five of which being sword users specifically). The other two are axe wielders, which means they’re inherently at a disadvantage. Though using the units themselves merely gives you a benefit and isn’t required, thus making it so their one-on-one disadvantages are essentially null, I still think it says something that so many of the community’s favorite units use swords.

It probably says that everyone thinks swords are cool. Which is true.

Swords are great.


Finally, I also figured it would be worth mentioning that the Heroes developers are doing some interesting outside marketing/engagement using players of the game.

The most prominent of those efforts is putting out tweets and giving rewards out if enough people retweet it. This is the second time they’ve done it, and unlike the first time I actually decided to do my part this time around:

They also have a game set up on the official Fire Emblem Heroes website called a Quick Hero Battle mode that lets you choose units that have an advantage over a unit they throw at you repeatedly for 30 second bouts. You can play the game twice a day (unless you post about it on social media, in which case you get more play time) and the current prizes are phone wallpapers of the Brave Heroes.

Don’t have too much to say in regards to these, I just think it’s an interesting little outreach that was worth at least bringing up. Hell, anything that can help encourage me to keep more engaged in social media is probably a miracle in and of itself.


Now, with all of this said, I officially take my leave. I’ve got a doctor’s appointment in the morning, so it would probably do me some good to get more sleep than I’m giving myself.

What do you think of the Brave Heroes? Which one is your favorite and why? Let me know in the comments below!